The amazing part is, she played a previous Zelda game who's throwing and
shooting mechanics work in an identical fashion.
I could mention that
the shooting mechanics all work as they should, but the cover - based mechanics tend to get in the way.
The cover - based
shooting mechanic worked well, but not being able to move at all other than popping from one cover spot to the next felt restrictive in the wake of Impulse Gear's liberating Farpoint.
The first - person
shooting mechanics work quite well with the Wii's control scheme — as if you expected any different.
The first - person
shooting mechanics work really well: easily manageable, responsive and accurate.
Not exact matches
His
shooting mechanics don't seem to need much
work, and his three - point range already extends to NBA territory.
Moving and
shooting is utilized with standard twin - stick controls, and whilst this
mechanic has been somewhat overused recently, Enter the Gungeon is one of the strongest examples of it — it just
works.
The
shooting mechanics and especially the how power - ups
work make for solid gameplay, but what is really fun about Astro Attack is the multitude of unlockable themes that significantly change up the visuals.
Although perhaps a little outdated — most games will now allow you to move and
shoot simultaneously — it's a
mechanic that
works well in the right context.
The cover
mechanics work fairly well and the
shooting is solid.
Games like Dishonored do show that the first person genre can do stealth when it tries, but having a workable and enjoyable sneaky option set within a balls - to - the - wall shooter is an achievement in my book, as usually it doesn't
work as the
shooting mechanics are too clumsy to accommodate any silence.
Deliberately simple, you are given four
mechanics to
work with:
shoot, slash, dodge and parry.
Whilst gamers familiar to the series might remember the third - person adventures of the original PlayStation era though, this new release has been completely revamped — it's now an isometric adventure that utilises twin - stick
shooting - like
mechanics and a bigger focus on
working as a squad.
Dual stick controls
work very well with
shooting mechanics but when you start adding a variety of melee approaches (from baseball bats, to chainsaws and lawnmowers) its flaws become very apparent.
I love the way the rhythm was
worked into the
mechanics of
shooting.
«But I have
worked on a few sci - fi games with
shooting mechanics (most recently Double Fine's Headlander).
This is a great
mechanic and it
works really well without slowing down any of the action or causing you to stop as you figure out what to do —
shoot, flash, teleport, explode — simple!
The stealth
mechanic works very well, as does meleeing and
shooting.
Standard
shooting mechanics and the poor placement of The Brother's Drake chapter just take away from it being Naughty Dog's best
work for me.
The
shooting and cover system
mechanics work well, allowing you to take advantage of the various objects that are spread across the world for cover.
The coming of age tale
worked well, but it was the gameplay that set it apart, great climbing and exploration along tight
shooting mechanics made this journey a thrill to play.
The perfect mechanical elements of the gameplay that are in place means enormous amount of
work and time are required to tweak the
mechanics for individuals player to provide them with unique, dribbling animations, running styles and
shooting style without breaking the outstanding
mechanics in place and being able to adapt to the other
mechanics such as the collision engine.
The gameplay
mechanics work in such a way that you use both the analog sticks to move and
shoot with the trigger being the dodge roll aspect.
Incorporating the
shooting mechanics that also define the Borderlands series must have been much more difficult for Telltale to
work out — but they pulled it off.
As for Dixie Kong jumping off a barrel
shot by a Kannon, that's how a boss based around the same
mechanic could
work in my opinion.
«Rockets was designed by me to just be fun to fly and swoop around, but Kim Voll put a lot of
work into making sure there was a large depth of
mechanics you can learn and iterate on, improve your abilities, discover new things your rocket can do and map those onto your consciousness But when you first pick it up: You understand that the arrow - shaped - rocket flies forward when flames
shoot out the back, and what goes up must come down.
The character combat borrowed cinematic camera
work from the «Devil May Cry» series while the
shooting mechanic came from twin joystick arcade shooters such as Robotron and Smash TV.
So we started
working on the idea of mixing and mashing the two concepts together, with the core of Uridium gameplay, the fast paced action, the turn - by -180-degrees
mechanic and huge capital ships as an ideal base for a Star Fox like third person
shoot»em up with a gameplay twist.
The
mechanic works exactly like climbing synchronization points does in the Assassin's Creed series, even going to the extent that once activated the player is treated to a 360 - degree panning
shot.
The virtual first person shooter controls
work better than most FPS games on touchscreen devices, and the inclusion of an auto - aim button helps to simplify the twitchy
shooting mechanic featured in all COD games.